// i.d(t, { qf: () => r, A5: () => l, GO: () => c })
import * as THREE from "three"
import Vectors from "../three/Vectors"
import { BufferGeometryExt } from "../utils/MeshUtil"

function r(e) {
  if (0 === e.length) throw Error("Can't merge empty list of geometries")
  if (1 === e.length) return e[0]
  let t = 0,
    i = 0,
    s = 0,
    r = 0
  const a = new THREE.Box3()
  for (const n of e) {
    if (n.index) {
      t += n.index.count
      i += n.getAttribute("position").count
      n.getAttribute("uv") && (s += n.getAttribute("uv").count)
      n.boundingBox && (a.union(n.boundingBox), r++)
    }
  }
  const c = new THREE.BufferGeometry()
  r !== e.length || a.isEmpty() ? c.computeBoundingBox() : (c.boundingBox = a)
  a.copy(getBoundingBox(c))
  c.boundingSphere = a.getBoundingSphere(new THREE.Sphere())
  const h = o(new Float32Array(3 * i), "position", e)
  c.setAttribute("position", new THREE.BufferAttribute(h, 3))
  const d = ((e, t) => {
    let i = 0
    let n = 0
    for (const s of t) {
      const t = s.index
      for (let s = 0; s < t.array.length; s++) e[i + s] = t.array[s] + n
      i += t.array.length
      n += s.getAttribute("position").count
    }
    return e
  })(new Uint32Array(t), e)
  if ((c.setIndex(new THREE.BufferAttribute(d, 1)), s)) {
    const t = o(new Float32Array(2 * s), "uv", e)
    c.setAttribute("uv", new THREE.BufferAttribute(t, 2))
  }
  return c
}
function o(e, t, i) {
  let n = 0
  for (const s of i) {
    const i = s.getAttribute(t)
    e.set(i.array, n), (n += i.array.length)
  }
  return e
}
const a = new THREE.Box3(Vectors.ZERO, Vectors.UNIT)
function getBoundingBox(e: THREE.BufferGeometry) {
  return e.boundingBox || e.computeBoundingBox(), e.boundingBox || a
}
function c(e: BufferGeometryExt, t: THREE.Vector3) {
  let i = 1 / 0
  const s = t.clone()
  const r = new THREE.Vector3()
  const o = new THREE.Vector3(1 / 0, 1 / 0, 1 / 0)
  let a = -1
  const l = new THREE.Triangle()
  ;(function (e, t) {
    var i
    const n = null === (i = e.index) || void 0 === i ? void 0 : i.array
    const s = e.getAttribute("position")
    if (!s) return
    const r =
      e.groups.length > 0
        ? e.groups
        : [
            {
              start: 0,
              count: n ? n.length : s.count,
              materialIndex: 0
            }
          ]
    let o = 0
    for (const e of r)
      for (let i = e.start; i < e.start + e.count; i += 3) {
        let r = i,
          a = i + 1,
          l = i + 2
        n && ((r = n[r]), (a = n[a]), (l = n[l]))
        t(s.getX(r), s.getY(r), s.getZ(r), s.getX(a), s.getY(a), s.getZ(a), s.getX(l), s.getY(l), s.getZ(l), o++)
      }
  })(e, (e, t, n, c, h, d, u, p, m, g) => {
    l.a.set(e, t, n)
    l.b.set(c, h, d)
    l.c.set(u, p, m)
    l.closestPointToPoint(s, r)
    const f = s.distanceToSquared(r)
    f < i && (o.copy(r), (i = f), (a = g))
  })
  return { point: o, distance: Math.sqrt(i), faceIndex: a }
}
export default { qf: r, A5: getBoundingBox, GO: c }
